
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 23 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Globa the ritch hive mother at level 20 on the 34th Dearth 124th year of Ascendancy at 12:26 0 / 6Killed by Porekira the ritch hunter at level 22 on the 36th Dearth 124th year of Ascendancy at 13:01 Killed by Ivadhelle the ritch larva at level 22 on the 36th Dearth 124th year of Ascendancy at 22:44 Killed by Eilinayama the ritch hunter at level 23 on the 37th Dearth 124th year of Ascendancy at 23:08 Killed by Eilinybeth the Ritch Larva's mucus ooze at level 23 on the 38th Dearth 124th year of Ascendancy at 01:15 Killed by Chainsawman at level 23 on the 38th Dearth 124th year of Ascendancy at 01:20 |
Primary Stats
| Strength | 66 (base 50) |
| Dexterity | 25 (base 10) |
| Constitution | 30 (base 11) |
| Magic | 15 (base 16) |
| Willpower | 28 (base 10) |
| Cunning | 52 (base 41) |
Resources
| Life | 625/625 |
| Steam | 100/100 |
| Healing Factor | 1.4592147729953 |
| Regeneration | 4.7424480122349 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 51 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +10% |
| Darkness | +18% |
| Cold | +15% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +5% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 60.723073231957 (100%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 47 |
| Physical Save | 36 |
| Spell Save | 23 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Nature | + 14%( 70%) |
| Cold | + 52%( 70%) |
| Blight | + 14%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 14%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Confusion Resistance | 31% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 85%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.7 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Moving Quickly (10 def, 12 armour) 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+5 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% ---------- misc Talents +1 Rocket Boots You move 3 spaces at once. Accurately? Less so. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Turimnir the Tidestreaker (0 def, 5 armour) 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +12 Wil dps ---------- Dmg.mod +12% acid Res.pen +10% acid +5% cold Acc +4 (+2 eff.) Melee Ret 8 acid 2 cold ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +17% mind +6% acid Mind.save +45 (+15 eff.) Confus- +31% ---------- misc Light +6 A hat made of leather. Very stylish. |
| On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +16.00 Talents +1 Sand Shredder Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | ash totem of healing [power 170] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.10 cold and 11.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | marksman's gold ring of arcana (+0.11/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | thought-forged steel steamsaw of massacre (119% power, 12 apr) 3.0 T2 steamsaw 1H weapon [Ego] Master/Psionic/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +14.0% Atk.spd 100% Block +22 Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 20 Uses 1.0 Steam While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Shadespire the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +18% darkness Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Phys.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | hateful dwarven-steel steamsaw of erosion (118% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Psionic/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +49 Melee+ +6 darkness +5 nature Against +5% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | cashmere cloak of the guardian (7 def, 4 armour)2.0 T3 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +7 (+4 eff.) Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Therapeutic Platemail (4 def, 13 armour) 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +13 Hardiness +20% Defense +4 (+2 eff.) Fatigue +25% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 12/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
medical injector implant (efficiency 80% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 101% / cooldown 75%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 75%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 118% / cooldown 90%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 118% efficiency and cooldown mod of 90%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 433%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 426%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 426% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; physical; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the titan (damage 214; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 213.92 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 193; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 193.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 186; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 185.61 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
restful gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +2 Mag +5 Cun dps ---------- Melee+ 13 light Ranged+ 14 light Dmg.mod +11% light Acc +5 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Horathad (116% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 116% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +9.0% Mind.crit +5% Mind.pwr +15 (+7 eff.) ----- def ----- Resists +24% acid Sharp, short and deadly. |
dwarven-steel greatsword of persecution (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
elemental dwarven-steel greatsword of rage (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 cold damage (1/turn) While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical +12% cold Res.pen +13% cold Acc +14 (+5 eff.) Massive two-handed swords. |
Cyrymina the Deepskill (142% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% darkness Apr +3 ----- def ----- Resists +12% light ---------- misc Max.stam +30.00 Blunt and deadly. |
Berydin the Brightwinter4.0 T3 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +8 fire While equipped: Stats +1 Dex dps ---------- Dmg.mod +18% fire ----- def ----- Disarm- +20% ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Xidamira'4.0 T5 sling 1H weapon Reqs Dex 48 [Random Unique] Arcane/Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +10 acid While equipped: Stats +4 Str +15 Wil +5 Cun +13 Con dps ---------- Phys.spd +10% Dmg.mod +13% acid ----- def ----- Max.HP +55.00 ---------- misc Infravis +1 Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of fire4.0 T3 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +10 fire While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short ash starstaff of power (111% power, 3 apr, physical element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +18 (+11 eff.) Dmg.mod +15% physical Acc +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ranger's dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing steel steamsaw of massacre (122% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced iron steamsaw (102% power, 0 apr)3.0 T1 steamsaw 1H weapon [Ego] Master/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +8 (+4 eff.) Fatigue +4% Disarm- +24% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sunpanic the dwarven-steel waraxe (131% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 fire On Hit: * 20 arcane resource burn * 10% chance to reduce armor by 19% While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% light Spell.save +9 (+5 eff.) One-handed war axes. |
balanced dwarven-steel waraxe of dampening (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Resists +7% acid +10% lightning +9% fire +9% cold +5% all Spell.save +7 (+4 eff.) Disarm- +30% One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Ememiwe (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +3 Con dps ---------- Phys.crit +3.0% Crit.mult +15.00% Acc +20 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +2% physical Spell.save +9 (+5 eff.) ---------- misc Stam/turn +0.80 Hate/m.crit +2.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
insulating pair of hardened leather boots of evasion (7 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +7 (+4 eff.) Resists +6% fire +7% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Balelar' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Resists +9% temporal +3% light +12% blight +6% cold +5% arcane +9% nature Phys.save +15 (+6 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +12% A pair of boots made of leather. |
Bethuyawe the dwarven-steel gauntlets (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Defense +10 (+5 eff.) Fatigue +3% Resists +5% arcane +3% lightning Phys.save +7 (+3 eff.) Mind.save +22 (+8 eff.) Blind- +20% Disarm- +24% Unarmed combat: Power 122% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Fuluhor the Flashmaster (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +15% light ----- def ----- Armour +2 Resists +3% blight +3% nature +9% acid Crit.chn- 10.00% Cut- +10% ---------- misc Light +3 Unarmed combat: Power 122% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 111% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +1% Unarmed combat: Power 96% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the verdant (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight +6% darkness +7% arcane Affinity +6% nature Spell.save +23 (+12 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit: 20% Call of the Ooze 2 On Hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Veleta (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +9% mind Disease- +20% A cap made of leather. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+4 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
dwarven-steel helm 'Thunderfoe' (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +6 Fatigue +4% Resists +3% light Phys.save +27 (+10 eff.) Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of constitution (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather hat of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A hat made of leather. Very stylish. |
hardened leather cap 'Flashglean' (0 def, 14 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% light Res.pen +25% light Apr +2 ----- def ----- Armour +14 Fatigue +3% ---------- misc Infravis +3 A cap made of leather. |
rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +21% cold Mind.save +13 (+5 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour (5 def, 21 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +21 Defense +5 (+3 eff.) Fatigue +12% A suit of armour made of mail. |
Noonminister (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +25 (+11 eff.) Melee Ret 6 mind ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind +15% acid Mind.save +15 (+5 eff.) ---------- misc Light +3 A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +17% lightning A suit of armour made of leather. |
Gildassra the Boltrip (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: Stats +6 Cun ----- def ----- Armour +9 Fatigue +22% Resists +13% blight +12% nature +6% lightning D.Red.from +7% Unnatural Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.16 A suit of armour made of metal plates. |
Gunotoyon the Dourrip (0 def, 6 armour, 137% power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit: * 10% chance to reduce damage dealt by 17% While equipped: dps ---------- Melee+ 8 cold On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) Melee Ret 1 ice 6 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Fatigue +8% Resists +3% darkness +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of stinging [power 176] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Chainsawman the Orc Sawbutcher level 15
2nd Revenge 124th year of Ascendancy at 07:02 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Chainsawman the Orc Sawbutcher level 10
39th Retaking 124th year of Ascendancy at 12:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Chainsawman the Orc Sawbutcher level 20
19th Dearth 124th year of Ascendancy at 08:23 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Chainsawman the Orc Sawbutcher level 12
43rd Retaking 124th year of Ascendancy at 13:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Chainsawman the Orc Sawbutcher level 18
18th Dearth 124th year of Ascendancy at 00:54 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Chainsawman the Orc Sawbutcher level 23
38th Dearth 124th year of Ascendancy at 01:20 see stats
Log
Eilinayama the ritch hunter's creeping dark hits Chainsawman for 17 darkness damage.
Ritch centipede hits Chainsawman for 4 blight damage.
Melee retaliation hits Ritch centipede for 9 acid, 2 cold (11 total damage).
Eilinayama the ritch hunter regains their energy.
Eilinayama the ritch hunter is suffering less.
Eilinayama the ritch hunter stops burning.
Eilinybeth the ritch larva regains their energy.
Eilinybeth the ritch larva stops burning.
You collect a new ingredient: ritch stinger (1).
Eilinybeth the ritch larva shares damage with his oozes!
Bleeding from Chainsawman hits Eilinayama the ritch hunter for (12 to psi shield), 18 physical (18 total damage).
Bleeding from Chainsawman hits Ritch centipede for 17 physical damage.
Melee retaliation hits Eilinybeth the ritch larva for 4 acid, 1 cold, 4 acid, 1 cold (10 total damage).
Bleeding from Chainsawman hits Eilinybeth the ritch larva for 5 physical damage.
Eilinayama the ritch hunter receives 36 healing from Unnatural Body.
Eilinybeth the ritch larva hits Chainsawman for 0 nature, 54 mind (54 total damage).
Eilinybeth the Ritch Larva's mucus ooze uses Slime Spit.
Eilinybeth the Ritch Larva's mucus ooze's mind surges with critical power!
Bleeding from Chainsawman killed Ritch centipede!
Eilinybeth the Ritch Larva's mucus ooze hits Chainsawman for 81 nature damage.
Chainsawman the level 23 orc sawbutcher was splurged to death by a Eilinybeth the Ritch Larva's mucus ooze on level 3 of Ritch Hive.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinybeth the Ritch Larva's mucus ooze killed Chainsawman!
Saving game...
Saving done.
Talent Create Tinker is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!












































































































